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22,418 Commits over 1,614 Days - 0.58cph!

2 Years Ago
Convert some addon side code to use Graphics instead of Render
2 Years Ago
Move Render to Graphics Backwards compatibility fix
2 Years Ago
Create Graphics.cs
2 Years Ago
Citizen/clothing: updated necklace (precise attachment rigging + jiggle + LOD0/2) (Fancy collision method with the chest disabled while issues with cloth physics are being investigated.)
2 Years Ago
Some more docs Make joining through Steam Friends work without the game being open
2 Years Ago
Citizen: fixed smile morphs (lipCornerPuller) not working
2 Years Ago
Add a basic asset.party location to the asset browser, remote assets have the drag data of `https://asset.party/{ Org }/{ Ident }` Move ManifestMount to Sandbox.Engine Static ToolRender class uses the current CToolRenderContext context Dropping an asset.party asset on a map view creates an empty prop_static that downloads and sets its model asynchronously Create a remote asset manifest within a map doc, save/load remote assets used within the map Simplify mapdoc remote asset manifest, no need for all these C++ bindings ResourceCompilerMap: parse the remote asset manifest and symlink mount any transient assets just before `CResourceCompilerMap::CollectMapDependencies` ResourceCompilerMap: Put the transient asset manifest in the .vpk - this will serve two purposes: publishing should mount before collecitng dependencies of the map, when loading the map locally we need to fetch/mount these transient assets Mount transient assets in resourcecompiler even earlier with a vmap.meta file, any later and the references get fucked up Clean up all this dmx crap and use Asset.MetaData on the vmap for our transient asset manifest Small cleanup in compilemap, it's okay not to have a .meta file, remove some debug logs Get the debug download text working again, use static dirtying this time so its safer / easier Fix null ref on new maps Use AssetSystem.InstallAsync when dropping a package on the map, delete all the old bullshit ManifestMount around here No need for CResourceCompilerMap::MountMapTransientAssets now, asset system mounts cloud automatically Save distinct Asset.Package idents of referenced assets on map save into the Asset.Meta, and make sure they are installed on map load Revert "Move ManifestMount to Sandbox.Engine" This reverts commit c1cbe1e2c3ce181ddde6f9633fe1861c04576bbf. Set the bounding box based on package metadata so you know how big the model is while it's still downloading - I think this metadata probably belongs in the Qt drop data Remove bad using When we're dragging on the map view with Qt, start a QTimer to run tool frames manually. This makes dragging packaged assets able to async properly since we can run our main thread synccontext and dirtied map nodes will actually re-render. Early out if the cloud assets already has the package, don't bother with any unnecessary remote fetching. Refactor and comment. Add Install to context menu of a packaged asset, have already found myself wanting this Icon indicators for installed cloud packages Remove the danger from this async code by using a reference to the CMapNode ID instead, can refactor this further but it's much less shit now Fix model getting stomped whilst dragging it around, for some reason the native free drag code restores from a baseline copy every drag event
2 Years Ago
Fix model getting stomped whilst dragging it around, for some reason the native free drag code restores from a baseline copy every drag event
2 Years Ago
Remove the danger from this async code by using a reference to the CMapNode ID instead, can refactor this further but it's much less shit now
2 Years Ago
More refactoring * Leaderboard has too many fields to justify being a struct anymore * Nested Leaderboard.Update and Leaderboard.Entry * Leaderboard<T> can inherit from Leaderboard now, much less repetition
2 Years Ago
Test operator documentation Merge branch 'master' of sbox
2 Years Ago
Allow direct access to camera's render hooks Allow tools access to all alive scenecameras Name the scenes
2 Years Ago
New Outfit Piece! - Hard Hat https://files.facepunch.com/daniel/1b2311b1/hard_hat_01.png Including LODs and some experimental jiggle bones.
2 Years Ago
Fix inspector history not letting objects garbage collect Fixed Option not being adopted by Toolbar, so never being released Add warning if double alloc in InteropSystem
2 Years Ago
Save and load morph weights
2 Years Ago
Add initial morph pose node to compile animation with manually set morph weights with temp UI https://files.facepunch.com/layla/1b2311b1/sbox-dev_E6nAIZdzWg.png
2 Years Ago
Early out if the cloud assets already has the package, don't bother with any unnecessary remote fetching. Refactor and comment. Add Install to context menu of a packaged asset, have already found myself wanting this Icon indicators for installed cloud packages
2 Years Ago
Fix texture hotload for images loaded without '/'
2 Years Ago
Remove bad using When we're dragging on the map view with Qt, start a QTimer to run tool frames manually. This makes dragging packaged assets able to async properly since we can run our main thread synccontext and dirtied map nodes will actually re-render.
2 Years Ago
test over
2 Years Ago
Test for api website
2 Years Ago
ModelEntity documentation pass Obsolete ModelEntity.MoveTo and related functions Obsolete ModelEntity.MoveTo and related functions due to them not functioning: * All MoveTo overloads * MoveFinished * MoveBlocked * MoveWithVelocity The plan is to eventually move this functionality to KeyframeEntity Reorganize some ModelEntity properties ModelEntity documentation pass Documentation pass - Texture, SoundFile
2 Years Ago
Built-in support for periodic leaderboards (daily / weekly / monthly)
2 Years Ago
RenderHook has a OnFrame, called before any rendering is done - useful for placing SceneObjects etc Fix NRE in CodeCompileNotice
2 Years Ago
Documentation pass Obsolete Model.GetBodyPartMask methods + cleanup These methods are only useful in engine as far as I can tell.
2 Years Ago
Clean up SceneLayer enum insanity (which I added) Fix warning spam Render water on the opaque layer
2 Years Ago
Support for marking entries as deleted in the backend Refactor to nest leaderboard attributes etc in the Leaderboard struct
2 Years Ago
Let c++ threadpool execute shit in the main thread Add ManagedRenderSetup_t SceneCustomObject renders in the main thread
2 Years Ago
Added ability to join friends through Steam Friends (untested)
2 Years Ago
Revert "Move ManifestMount to Sandbox.Engine" This reverts commit c1cbe1e2c3ce181ddde6f9633fe1861c04576bbf. Set the bounding box based on package metadata so you know how big the model is while it's still downloading - I think this metadata probably belongs in the Qt drop data
2 Years Ago
Use AssetSystem.InstallAsync when dropping a package on the map, delete all the old bullshit ManifestMount around here No need for CResourceCompilerMap::MountMapTransientAssets now, asset system mounts cloud automatically Remove CAsset::IsVisibleForMod - this was causing addons assets to be invisible to other addons assets depending on the order addons were added.. This should fix cases where uploading a map wouldn't upload dependant assets from content pack addons seemingly randomly. As well as let any addon assets see assets in our cloud path so they can resolve references properly. Save distinct Asset.Package idents of referenced assets on map save into the Asset.Meta, and make sure they are installed on map load
2 Years Ago
Acquire physics ref for scene model cloth so tools don't go releasing it out from under us
2 Years Ago
Add BrushEntity.Collisions, obsolete BrushEntity.Solid
2 Years Ago
Fixed prop_animated Collisions property not affecting Hammer Fixed Hammer Physics sim not respecting non solid entities
2 Years Ago
Fixed leaderboard details having too much padding
2 Years Ago
Refactor
2 Years Ago
Remove CAsset::IsVisibleForMod - this was causing addons assets to be invisible to other addons assets depending on the order addons were added.. This should fix cases where uploading a map wouldn't upload dependant assets from content pack addons seemingly randomly. As well as let any addon assets see assets in our cloud path so they can resolve references properly.
2 Years Ago
Add TypeLibrary.GetDescriptions() - returns all types Add Material.GetShaderMaterial( shadername ); Add [SceneCamera.Default], which when applied to a RenderHook will add it to the camera by default Fix unable to compile shaders that aren't in the shaders folder Add HighlightRenderer Remove shameful debug code
2 Years Ago
Clothing reskin variations Black Boots, Blue Sneakers, Brown Cargo Pants and Blue V Neck Shirt reskins.
2 Years Ago
Fixed ragdolls incorrectly stopping physics sim in Hammer Fixes launching a ragdoll in Hammer and stopping simulation making the ragdoll unselectable, and spazz out/teleport when re enabling simulation on it.
2 Years Ago
Recompiled shaders
2 Years Ago
Add SceneModel.ResetAnimParameters
2 Years Ago
Remove grime prefix
2 Years Ago
Fix reflections oops
2 Years Ago
Allow fetching diffuse & specular separately for valve shading model Use valve standard for the time being
2 Years Ago
Glass shader Grime implementation & let grime cast shadows Grime implementation & let grime cast shadows Blur Blur Allow fogging of grime & glass Allow fogging of grime & glass Allow fogging of grime & glass Fix grime on refraction variant https://files.facepunch.com/ognik/1b0111b1/sbox-dev_VGCbGQv4Tr.jpg Allow tweaking of the specular of the glass for its reflections Allow tweaking of the specular of the glass for its reflections Delete core glass shader & sbox_glass, new shader becomes glass Fix glass not working properly with tiled rendering off Cleanup & lower default opacity so we don't shadow by default Update some existing glass materials https://files.facepunch.com/ognik/1b0211b1/sbox-dev_QPGRwiTZTq.jpg Missed this shader removal whoops Refraction glass color tint now works with opacity Drop max refraction distance, doesn't need to be an artist tuned. Fix glass tint not working in non refraction mode Allow switch to multiply for color tinting in refraction mode because it can look better in some situations Blur masks Remove grime as a feature and have it on by default, reorganize attribute layout Remove glass from shader compiler Fix grime masks not behaving as expected Recompile with stripped shaders Add attributes to disable blur & refraction we can expose this as a convar is needed then Reorganization & name cleanup - Reorganize all sections within the shader - Refraction can have its own normal map now - Fresnel can be toggled - Fixed an ambiguity with tint color Fix specular not being taken into account on glass transparency Lets get rid of these for now, fixes translucency sorting Update some glass materials again Initial work on new glass shader Initial work on new glass shader Grime implementation & let grime cast shadows Grime implementation & let grime cast shadows Initial work on new glass shader Grime implementation & let grime cast shadows Grime implementation & let grime cast shadows Blur Blur
2 Years Ago
Glass shader Grime implementation & let grime cast shadows Grime implementation & let grime cast shadows Blur Blur Allow fogging of grime & glass Allow fogging of grime & glass Allow fogging of grime & glass Fix grime on refraction variant https://files.facepunch.com/ognik/1b0111b1/sbox-dev_VGCbGQv4Tr.jpg Allow tweaking of the specular of the glass for its reflections Allow tweaking of the specular of the glass for its reflections Delete core glass shader & sbox_glass, new shader becomes glass Fix glass not working properly with tiled rendering off Cleanup & lower default opacity so we don't shadow by default Update some existing glass materials https://files.facepunch.com/ognik/1b0211b1/sbox-dev_QPGRwiTZTq.jpg Missed this shader removal whoops Refraction glass color tint now works with opacity Drop max refraction distance, doesn't need to be an artist tuned. Fix glass tint not working in non refraction mode Allow switch to multiply for color tinting in refraction mode because it can look better in some situations Blur masks Remove grime as a feature and have it on by default, reorganize attribute layout Remove glass from shader compiler Fix grime masks not behaving as expected Recompile with stripped shaders Add attributes to disable blur & refraction we can expose this as a convar is needed then Reorganization & name cleanup - Reorganize all sections within the shader - Refraction can have its own normal map now - Fresnel can be toggled - Fixed an ambiguity with tint color Fix specular not being taken into account on glass transparency Lets get rid of these for now, fixes translucency sorting Update some glass materials again Initial work on new glass shader Initial work on new glass shader Grime implementation & let grime cast shadows Grime implementation & let grime cast shadows Initial work on new glass shader Grime implementation & let grime cast shadows Grime implementation & let grime cast shadows Blur Blur
2 Years Ago
Check if we can play map by checking if vpk exists, sometimes asset IsCompiled is false if there's a crc mismatch on something it depends on
2 Years Ago
Add a basic asset.party location to the asset browser, remote assets have the drag data of `https://asset.party/{ Org }/{ Ident }` Move ManifestMount to Sandbox.Engine Static ToolRender class uses the current CToolRenderContext context Dropping an asset.party asset on a map view creates an empty prop_static that downloads and sets its model asynchronously Create a remote asset manifest within a map doc, save/load remote assets used within the map Simplify mapdoc remote asset manifest, no need for all these C++ bindings ResourceCompilerMap: parse the remote asset manifest and symlink mount any transient assets just before `CResourceCompilerMap::CollectMapDependencies` ResourceCompilerMap: Put the transient asset manifest in the .vpk - this will serve two purposes: publishing should mount before collecitng dependencies of the map, when loading the map locally we need to fetch/mount these transient assets Mount transient assets in resourcecompiler even earlier with a vmap.meta file, any later and the references get fucked up Clean up all this dmx crap and use Asset.MetaData on the vmap for our transient asset manifest Small cleanup in compilemap, it's okay not to have a .meta file, remove some debug logs Get the debug download text working again, use static dirtying this time so its safer / easier Fix null ref on new maps
2 Years Ago
Revert "Recompiled Assets" - these were recompiled on an old version This reverts commit 3859bffe7bb821a43bb261084a1aa6ce35d1b0ef.